Color card game

ABSTRACT

A color card game comprising a plurality of color cards ( 10 ), a plurality of wild cards ( 12 ) that may be aggregated in place of the color cards ( 10 ), and a chromatic wheel ( 14 ) that shows in which order the color cards ( 10 ) are to be aggregated. Each card ( 10,12 ) displays a unique color comprising a unique mixture of a hue and an intensity. Each of the color cards ( 10 ) also includes hue indicia ( 16 ) and intensity indicia ( 18 ). The wild cards ( 12 ) include five grey wild cards of varied intensities to match the intensities of the color cards ( 10 ) and may be used in place of any color card ( 10 ) having matching intensity. The wild cards ( 12 ) also include a white wild card, a black wild card, and a gold wild card, each of which may be used in place of any of the color cards ( 10 ).

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention relates to card games. More particularly, the present invention relates to a color card game for teaching relationships between colors in an entertaining, simple, and easy to understand manner.

[0003] 2. Description of Prior Art

[0004] Card games are commonly used to provide entertainment, through both social interaction and competition. Card games may also provide educational opportunities. For example, many card games teach math and logic skills.

[0005] Currently, few educational card games teach color concepts and skills. Some of those that do, such as that disclosed in U.S. Pat. No. 6,102,401, are based on mathematical operations, and therefore require players to have mathematical skills. Furthermore, no known card games teach a chromatic order in an entertaining, simple, and easy to understand manner, without requiring players to have prior knowledge of relationships between colors or mathematics.

[0006] Accordingly, there is a need for an improved color card game that overcomes the limitations of the prior art.

SUMMARY OF THE INVENTION

[0007] The present invention overcomes the above-identified problems and provides a distinct advance in the art of card games. More particularly, the present invention provides a color card game for teaching relationships between colors in an entertaining, simple, and easy to understand manner. The color card game broadly comprises a plurality of color cards, a plurality of wild cards that may be aggregated in place of the color cards, and a chromatic wheel displaying a chromatic order in which the color cards are to be aggregated. Each card preferably displays a unique color on a face side, while a back side preferably displays a logo that is identical for every card.

[0008] Each of the unique colors preferably comprises a unique mixture of a hue and an intensity. The hue refers to a color name, while the intensity refers to the lightness or darkness of each card. The game preferably includes color cards for twelve hues and five intensities for each hue, for a total of sixty color cards.

[0009] Each of the color cards also preferably includes indicia representative of the hue and the intensity. For example, one and two letter hue indicia may be used to represent the hue of each color card. Intensity indicia is preferably numerical.

[0010] The wild cards are preferably divided into two types. A first type preferably includes five grey wild cards of varied intensities to match the intensities of the color cards. The grey wild cards preferably include the intensity indicia and may be used in place of any color card having matching intensity. A second type includes a white wild card, a black wild card, and a gold wild card, each of which may be used in place of any of the color cards and need not include any indicia.

[0011] The chromatic wheel is preferably a disc displaying the twelve hues in intensity order according to the chromatic order. For example, five red color cards are arranged in intensity order from a darkest red color card to a lightest red color card. The red color cards are arranged, as a group, in the chromatic order, with respect to the other color cards.

[0012] An inner circle of the chromatic wheel is reserved for displaying the wild cards. A first half of the inner circle preferably displays five pie-slices, in intensity order, one for each of the grey wild cards. Similarly, a second half of the inner circle preferably displays three pie-slices, one pie-slice for each of the white, black and gold wild cards.

[0013] Each player's objective is to score points by aggregating combinations of the color cards based upon the hue and the intensity of each color card. The player with the most points at the end of the game wins the game. The points may be scored by aggregating the color cards in a hue order combination, an intensity order combination, or a compound order combination. The hue order combination comprises three or more of the color cards with matching hues, in ascending or descending intensities, and yields one point per card. The intensity order combination comprises three or more of the color cards with matching intensities, in the chromatic order, and yields two points per card. The compound order combination comprises three or more of the color cards in the chromatic order and in ascending or descending intensities. The compound order combination yields five points per card.

[0014] While each combination must include at least three cards, some of the combinations will be open and some of the combinations will be closed. As used here, an open combination may be added to, while a closed combination cannot. It should be noted that one card cannot be added to an open combination. Rather, players may only add two or more cards to an open combination.

[0015] In play, one player is designated as a dealer. The dealer shuffles the cards and deals each player eight cards face down, such that each player may only see the cards he or she has been dealt. All remaining cards are stacked with their face sides down between the players, and is referred to as a deck. A top card is then removed from the deck and placed next to the deck with the top card's face side up and is designated a discard pile. The top card that has been placed next to the deck is now referred to as an exposed card. In this respect, the top card continues to refer to a top most card of the deck who's face side has not yet been exposed.

[0016] The player to the dealer's left begins by picking up either the top card or the exposed card. At this point, that player has nine cards in his or her hand. Since each player must have eight cards in his or her hand at the beginning and end of his or her turn, that player must discard one of his or her cards. The discarded card is stacked face up on the discard pile. This procedure is repeated in a clockwise direction, with each player taking a turn, until the deck is exhausted.

[0017] At any time during each player's turn, he or she may lay down a combination of cards face up. That player then picks up an equal number of cards from the discard pile. If the discard pile is exhausted, then that player takes cards from the to of the deck until he or she has eight cards in his or her hand, or the deck is exhausted.

[0018] At any time during each player's turn, he or she may also add to one of the combinations previously laid down. Specifically, each player may add a minimum of two cards to one or more of his or her combinations or may add a minimum of two to one or more of another player's combinations. When one of the payers adds to another player's combination, that combination has been captured by and is placed in front of the player adding thereto.

[0019] If, during his or her turn, any player can lay down all of the cards in his or her hand, that player may end the game. This is referred to as a freeze rule and yields an additional thirty points. The players may invoke the freeze rule during their turn regardless of whether that player has taken the top card or the exposed card. However, once any player has discarded one of his or her cards, then his or her turn is over and that player must wait for their next turn to invoke the freeze rule.

[0020] It is important to note that only those combinations that have been laid down prior to the game ending are scored. In order words, cards in any player's hand are not scored. This prevents players from holding onto combinations until the end of the game in order to deny other players an opportunity to capture his or her combinations.

[0021] Thus, the game of the present invention teaches the chromatic order to the players in an entertaining, simple, and easy to understand manner, without requiring the players to have prior knowledge of the relationships between colors or mathematics.

BRIEF DESCRIPTION OF THE DRAWINGS

[0022] A preferred embodiment of the present invention is described in detail below with reference to the attached drawing figures, wherein:

[0023]FIG. 1 is a view of a color card constructed in accordance with a preferred embodiment of a color card game of the present invention;

[0024]FIG. 2 is a view of a wild card of the game; and

[0025]FIG. 3 is a view of a chromatic wheel of the game.

DETAILED DESCRIPTION OF A PREFERRED EMBODIMENT

[0026] Referring to FIGS. 1-3, the preferred color card game of the present invention broadly comprises a plurality of color cards 10, a plurality of wild cards 12 that may be aggregated in place of the color cards 10, and a chromatic wheel 14 displaying a chromatic order in which the color cards 10 are to be aggregated. The cards 10,12 are preferably of normal playing card size, or approximately three and one half inches by approximately four and one half inches. Each card 10,12 preferably displays a unique color on a face side, while a back side preferably displays a logo, or another image, that is identical for every card 10,12. Thus, each card 10,12 is unique, when viewed from the front side, and all of the cards 10,12 appear to be identical, when viewed from the back side.

[0027] Each of the unique colors preferably comprises a unique mixture of a hue and an intensity. The hue refers to a color name, while the intensity refers to the lightness or darkness, or shade, of each card 10,12. The game preferably includes color cards 10 for twelve hues, such as Blue, Blue-Green, Green, Yellow-Green, Yellow, Yellow-Orange, Orange, Red-Orange, Red, Violet, and Blue-Violet. However, the game may be limited to six hues, such as Blue, Green, Yellow, Orange, Red, Violet, and Blue. The color cards 10 preferably include five intensities for each hue. Thus, with a twelve hue game, there are preferably sixty color cards 10. Likewise, with a six hue game, there are preferably thirty color cards 10.

[0028] Each of the color cards 10 also preferably includes indicia representative of the hue and the intensity. For example, Table 1 shows one and two letter hue indicia 16 that may be used to represent the hue of each color card 10. Alternatively, the hue indicia 16 may comprise each hue's entire name completely spelled out. TABLE 1 Hue Indicia Blue B Blue - Green BG Green G Yellow - Green YG Yellow Y Yellow - Orange YO Orange O Red - Orange RO Red R Red - Violet RV Violet V Blue - Violet BV

[0029] As shown in Tables 2 and 3, intensity indicia 18 is preferably numerical, such as one through five. One preferably represents a darkest color card for each hue, while five preferably represents a lightest color card for each hue. However, this preference may just as easily be reversed. TABLE 2 Hue and Intensity Indicia (for a twelve hue game) BV1 BV2 BV3 BV4 BV5 B1 B2 B3 B4 B5 BG1 BG2 BG3 BG4 BG5 G1 G2 G3 G4 G5 YG1 YG2 YG3 YG4 YG5 Y1 Y2 Y3 Y4 Y5 YO1 YO2 YO3 YO4 YO5 O1 O2 O3 O4 O5 RO1 RO2 RO3 RO4 RO5 R1 R2 R3 R4 R5 RV1 RV2 RV3 RV4 RV5 V1 V2 V3 V4 V5

[0030] TABLE 3 Hue and Intensity Indicia (for a six hue game) B1 B2 B3 B4 B5 G1 G2 G3 G4 G5 Y1 Y2 Y3 Y4 Y5 O1 O2 O3 O4 O5 R1 R2 R3 R4 R5 V1 V2 V3 V4 V5

[0031] While the wild cards 12 are physically similar to the color cards 10, the wild cards 12 do not include the hue indicia 16. Instead, the wild cards 12 are simply colored according to their hue on their face side. The wild cards 12 are preferably divided into two types. A first type preferably includes five grey wild cards of varied intensities to match the intensities of the color cards 10. The grey wild cards preferably include the intensity indicia 18 and may be used in place of any color card 10 having matching intensity. For example, a grey wild card having an intensity of 1, may be used in place of BV1, B1, BG1, G1, YG1, Y1, YO1, O1, RO1, R1, RV1, or V1. A second type includes a white wild card, a black wild card, and a gold wild card, each of which may be used in place of any of the color cards 10 and need not include any indicia 16,18.

[0032] The chromatic wheel 14 is preferably an approximately seven and one quarter inch disc displaying the twelve hues on a first side and the six hues on a second side. The chromatic wheel 14 displays a chromatically ordered representation of each hue comprising a plurality of pie-slices 20, one pie-slice 20 for each color card 10. In other words, one of the pie-slices 20 represents each of the sixty color cards 10, in chromatic and intensity order, for the twelve hue game. For example, the pie-slices 20 for five red color cards are arranged in intensity order from a darkest red pie-slice to a lightest red pie-slice. The pie-slices 20 for five red color cards 10 are grouped in the chromatic order with respect to the other color cards. Similarly, one of the pie-slices 20 represents each of the thirty color cards 10, in chromatic and intensity order, for the six hue game.

[0033] An inner circle 22 of the chromatic wheel 14, on both sides, is reserved for displaying the wild cards 12. A first half 24 of the inner circle 22 preferably displays five pie-slices, in intensity order, one for each of the grey wild cards. Similarly, a second half 26 of the inner circle 22 preferably displays three pie-slices, one pie-slice for each of the white, black and gold wild cards.

[0034] While the present invention has been described above, it is understood that modifications may be made. For example, there may be between three and seven intensities for each hue. Fewer intensities is expected to present an oversimplified game, which would only be suitable for very young children. More intensities is expected to present more complicated game, which may only be suitable for very large groups of players. Similarly, there may be between three and twenty hues. These and other minor modifications are within the scope of the present invention.

[0035] The game is played by two or more players. With two or three players, the game is preferably limited to the six hues, with thirty color cards 10, as described above. With four or more players, the twelve hues are preferably used, with the sixty color cards 10, as described above. In either case, all seven of the wild cards 12 are preferably used.

[0036] Each player's objective is to score points by aggregating combinations of the color cards 10 based upon the hue and the intensity of each color card 10. The player with the most points at the end of the game, which will be described in more detail below, wins the game. The points may be scored by aggregating the color cards 10 in a hue order combination, an intensity order combination, or a compound order combination.

[0037] The hue order combination comprises three or more of the color cards 10 with matching hues, in ascending or descending intensities, and yields one point per card 10,12 in the hue order combination. For example, aggregating R2, R3, and R4, would yield three points. Similarly, aggregating Y5, Y4, Y3, Y2, and Y1 would yield five points.

[0038] The intensity order combination comprises three or more of the color cards 10 with matching intensities, in the chromatic order, and yields two points per card 10,12 in the intensity order combination. As discussed above, the chromatic order is displayed on the chromatic wheel 14. For example, aggregating B1, BV1, and V1 would yield six points. Similarly, aggregating O4, RO4, R4, RV4, V4, and BV4 would yield twelve points.

[0039] The compound order combination comprises three or more of the color cards 10 in the chromatic order and in ascending or descending intensities. The compound order combination yields five points per card 10,12. For example, aggregating Y1, YG2, and G3 would yield fifteen points. Similarly, aggregating B2, BG3, G4, YG5, Y4, and YO3 would yield thirty points.

[0040] It can be seen that the intensities may be aggregated in both ascending and descending order. In addition, while each combination must include at least three cards 10,12, some of the combinations will be open and some of the combinations will be closed. As used here, an open combination may be added to, while a closed combination cannot. For example, R4 and R5, may be added to the open combination of R1, R2, and R3. Conversely, the Y5, Y4, Y3, Y2, and Y1 combination is closed, since there are no cards 10,12 that may be added. It should be noted that one of the cards 10,12 alone cannot be added to an open combination. Rather, the players may only add two or more cards to an open combination. For example, R4 alone cannot be added to the open combination of R1, R2, and R3. Thus, in order to add to this combination the player must have both R4 and R5.

[0041] It should be obvious that the different types of combinations have different points potentials. For example, the hue order combination can only yield five points, or the maximum number of intensities. Similarly, the intensity order combination can only yield the number of hues multiplied by two, such as twenty-four or twelve points. Conversely, the compound order combination has a much higher point potential. For example, an open compound order combination example is Y1, O2, and R3, in the six hue game. This combination may be added to in many ways. For example, V4 and B5, G2 and B3, or G2 and V4 may be added to this combination, each yielding twenty-five points. Furthermore, V4, B5, G4, and Y3 may be added, yielding thirty-five points. When the twelve hues are used, a possible compound order combination is Y1, YO2, O3, RO4, R5, RV4, V3, BV2, B1, BG2, G3, YG4, Y5, and YO4, yielding seventy points. Thus, the compound order combination has a significantly higher points potential than do either of the other combinations.

[0042] In play, one of the players is designated as a dealer. The dealer shuffles the cards 10,12 and deals each player eight cards 10,12 face down, such that each player may only see the cards 10,12 he or she has been dealt. In other words, the dealer prevents the players from seeing what cards 10,12 other players have been dealt. All remaining cards 10,12 are stacked with their face sides down between the players, and is referred to as a deck. A top card is then removed from the deck and placed next to the deck with the top card's face side up and is designated a discard pile. The top card that has been placed next to the deck is now referred to as an exposed card. In this respect, the top card continues to refer to a top most card of the deck who's face side has not yet been exposed.

[0043] The player to the dealer's left begins by picking up either the top card or the exposed card. At this point, that player has nine cards 10,12 in his or her hand. Since each player must have eight cards 10,12 in his or her hand at the beginning and end of his or her turn, that player must discard one of his or her cards 10,12. The discarded card is stacked face up on the discard pile. This procedure is repeated in a clockwise direction, with each player taking a turn, until the deck is exhausted.

[0044] At any time during each player's turn, he or she may lay down an ordered combination face up in front of him or her. That player then picks up an equal number of cards 10,12 from the discard pile. If the discard pile is exhausted, then that player takes the top card from the deck until he or she has eight cards 10,12 in his or her hand, or the deck is exhausted.

[0045] At any time during each player's turn, he or she may also add to one of the combinations previously laid down. Specifically, each player may add two or more cards 10,12 to one or more of his or her combinations or may add two or more cards 10,12 to one or more of another player's combinations. When one of the players adds to another player's combination, that combination has been captured by and is placed in front of the player adding thereto. For example, suppose player A lays down R1, R2, and R3. If player B has R4 and R5, player B may capture player A's combination during player B's next turn. In this manner, player A loses the R1, R2, and R3 combination and player B gains the R1, R2, R3, R4, and R5 combination, which is closed and therefore cannot be captured by another player. Of course, any player must be able to add two or more cards to any combination he or she wishes to capture.

[0046] If, during his or her turn, any player can lay down all of the cards 10,12 in his or her hand, that player may end the game. This is referred to as a freeze rule. Any player that invokes the freeze rule gains thirty points, in addition to the points from any exposed combination. For example, one of the players may take the top card or the exposed card and then lay down eight of his or her cards 10,12 in one or more combinations, and discard his or her ninth card 10,12, thereby invoking the freeze rule.

[0047] However, once any player has taken one or more of the cards 10,12 to replace cards 10,12 laid down in one of the combinations and bring his or her hand back up to nine cards 10,12, that player must wait for his or her next turn to invoke the freeze rule. This is regardless of whether that player has taken the cards 10,12 from the discard pile or the deck.

[0048] As an example round, suppose there are four players. In this case, the players will use all sixty color cards 10 and the seven wild cards 12. A first player is chosen as the dealer, shuffles the cards 10,12, deals eight of the cards 10,12 to all four players, and prepares the deck and the exposed card, as discussed above.

[0049] A second player, to the dealer's left, looks at his or her eight cards 10,12 and may decide to take the exposed card. The second player may or may not be able to lay down one of the combinations. For example, the second player may lay down R1, RO1, O1, and YO1. Finally, the second player takes four cards 10,12 from the deck and discards one card 10,12, thereby ending his or her turn and replenishing the discard pile.

[0050] A third player, to the left of the second player, looks at his or her eight cards 10,12 and may also decide to take the exposed card. The third player may or may not be able to lay down one of the combinations. Assuming the third player cannot lay down any combination, or capture the second player's combination, he or she must discard one of his or her cards 10,12, thereby ending his or her turn and replenishing the discard pile.

[0051] A fourth player, to the left of the third player, looks at his or her eight cards 10,12 and may decide to take the top card. The fourth player may or may not be able to lay down one of the combinations. Alternatively, the fourth player may be able to capture the combination laid down by the second player. For example, the fourth player may be able to add Y1, YG1, and G1 to that combination, thereby creating his or her own combination comprising R1, RO1, O1, YO1, Y1, YG1, and G1. Then, the fourth player must take three the cards 10,12. In the case, the fourth player must take the only card 10,12, on the discard pile and two cards 10,12 from the deck. Finally, the fourth player must discard one card 10,12, thereby ending his or her turn and replenishing the discard pile.

[0052] The first player, or the dealer, looks at his or her eight cards 10,12. Suppose the first player is able to lay down all eight of his or her cards 10,12, such as YO2, O3, RO4, R5, RV4, V3, BV2, and B1, thereby invoking the freeze rule. The first player must first take either the exposed card or the top card. Then, the first player may lay down the eight cards described above. Finally, the first player must discard, thereby ending his or her turn. The game now is over and each player's points must be calculated to determine a winner.

[0053] In this example, the first player has earned forty points, plus thirty point for invoking the freeze rule, for a total of seventy points. The second and third players have each earned zero points. The fourth player has earned fourteen points. Thus, the first player is declared the winner.

[0054] It is important to understand that it is very unlikely for one of the players to be able to lay down all of his or her cards 10,12 during his or her first turn. Thus, it is much more likely that each player will have several turns. Since each turn results in one of the cards 10,12 being removed from the deck, the deck will eventually be exhausted and the game will end. When the game ends, either through deck exhaustion or the freeze rule, each player's points are added up and the winner is determined.

[0055] It is also important to note that only those combinations that have been laid down prior to the game ending are scored. Thus, if any player has sufficient cards 10,12 to lay down one of the combinations after another player has invoked the freeze rule or exhausted the deck, any such combination is not scored. In order words, cards 10,12 in any player's hand at the end of the game are not scored. This prevents players from holding onto combinations until the end of the game in order to deny other players an opportunity to capture his or her combinations.

[0056] While the above examples all exclusively use the color cards 10, it should be noted that the wild cards 12 may be used in place of any of the color cards 10 any of the players do not posses. For example, suppose player B did not have R4 and/or R5, but wished to capture player A's R1, R2, and R3 combination. In this case, player B could use the grey wild card of 4 intensity in place of R4 and/or player B could use the grey wild card of 5 intensity in place of R5. Furthermore, player B could use the white, black, and/or gold wild cards in place of R4 and/or R5. In fact, any combination may entirely consist of the wild cards 12.

[0057] Use of the wild cards 12 gives rise to several possibilities. For example, player A may lay down R1, R2, and the gold wild card. In this case, player B may capture that combination by adding R4 and R5, R3 and R4, or R3 and R5. Thus, player B would have created the R1, R2, R3, R4, and R5 combination using the gold wild card in place of R3, R4, or R5. Of course, player B may also accomplish the same feat using another wild card.

[0058] It should be noted that most players will be hesitant to discard one of the wild cards 12. However, discarding wild cards 12 is acceptable and may even be desired, in certain situations. For example, a parent playing with a child may discard one of the wild cards 12, thereby letting the child acquire that wild card 12 in order to help the child.

[0059] As discussed above, cards 10,12 in any player's hand once the game has ended are not scored. However, there are at least two reasons one of the players may wish to retain combinations past his or her first opportunity to lay down one of the combinations. First, as discussed above, by holding one of the combinations in his or her hand, that player prevents other players from capturing those combinations. Second, the players may look at the exposed card. Thus, one of the players may choose not to lay one of the combinations down, since that player would be required to take the exposed card. Instead, that player may choose to wait for a more favorable exposed card, before laying down his or her combination.

[0060] Having thus described a preferred embodiment of the invention, what is claimed as new and desired to be protected by Letters Patent includes the following: 

1. A color card game comprising: a plurality of color cards each displaying a unique color; and a chromatic wheel displaying a chromatic order in which the color cards are to be aggregated.
 2. The game as set forth in claim 1, wherein each unique color comprises a unique mixture of a hue and an intensity.
 3. The game as set forth in claim 2, wherein at least six hues are represented by the color cards.
 4. The game as set forth in claim 2, wherein at least three intensities are represented by the color cards.
 5. The game as set forth in claim 1, wherein each color card further includes hue indicia.
 6. The game as set forth in claim 1, wherein each color card further includes intensity indicia.
 7. The game as set forth in claim 1, further including at least one wild card.
 8. The game as set forth in claim 7, wherein the wild card includes intensity indicia and may be used in place of any color card with matching intensity indicia.
 9. The game as set forth in claim 7, wherein the wild card may be used in place of any color card.
 10. A color card game comprising: a plurality of color cards with each color card displaying a unique mixture of a hue and an intensity; a plurality of wild cards each of which may be used in place of one of the color cards; and a chromatic wheel displaying a chromatic order in which the color cards are to be aggregated to allow a player to combine the color cards in an order selected from the combination consisting of —a hue order, a intensity order, and a compound order.
 11. The game as set forth in claim 10, wherein at least six hues are represented by the color cards.
 12. The game as set forth in claim 10, wherein at least three intensities are represented by the color cards.
 13. The game as set forth in claim 10, wherein each color card further includes hue indicia.
 14. The game as set forth in claim 10, wherein each color card further includes intensity indicia.
 15. The game as set forth in claim 10, wherein at least one of the wild cards includes intensity indicia and may be used in place of any color card with matching intensity indicia.
 16. The game as set forth in claim 10, wherein at least one of the wild cards may be used in place of any color card.
 17. A color card game comprising: a plurality of color cards with each color card displaying a unique mixture of a hue and an intensity; a plurality of first wild cards which may be used in place of any color card with matching intensity; a plurality of second wild cards which may be used in place of any color card; and a chromatic wheel displaying a chromatic order, in an endless loop about the wheel and in which the color cards are to be aggregated to allow a player to combine the color cards in an order selected from the combination consisting of —a hue order, a intensity order, and a compound order.
 18. The game as set forth in claim 17, wherein each color card further includes hue indicia and intensity indicia such that the indicia further refines the endless loop.
 19. The game as set forth in claim 17, wherein at least six hues and at least three intensities are represented by the color cards.
 20. The game as set forth in claim 17, wherein twelve hues and five intensities are represented by the color cards.
 21. A color card game comprising: a plurality of color cards with each color card displaying a unique mixture of twelve hues and five intensities wherein each color card further includes hue indicia identifying the hue of each color card and intensity indicia identifying the intensity of each color card; a plurality of first wild cards which may be used in place of any color card with matching intensity; a plurality of second wild cards which may be used in place of any color card; and a chromatic wheel displaying a chromatic order, in an endless loop about the wheel and in which the color cards are to be aggregated to allow a player to combine the color cards in an order selected from the combination consisting of —a hue order, a intensity order, and a compound order, wherein the orders are related to the indicia. 